Players input their messages in their video game apparatuses and the messages are once collected at a server apparatus, thereafter they are distributed to all video game apparatuses from the game server apparatus. In a display screen of each video game apparatus, a chat window is displayed in order to display messages exchanged between the players on a game screen including a field and characters of the game. The chat window is sequentially enlarged up to a preset maximum number of lines when a new message is received from the game server apparatus. The chat window is sequentially reduced to the preset minimum number of lines when a predetermined time passes without any reception of new message or when the player performs a specific operation.
Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.
1. A video game apparatus connected, via a network, to a server apparatus, the server apparatus being connected to at least one other video game apparatus via the network, the video game apparatus comprising: a receiver that receives a message distributed from the server apparatus via the network; a provider that provides a chat window for displaying the message on a display screen in a case where the receiver receives the message; and a display device that displays a video game on the display screen and the message received by the receiver in the chat window, wherein when the video game apparatus receives a message from the at least one other video game apparatus via the server apparatus in a state that the chat window is not provided, the chat window is provided in an area of the display screen, wherein the chat window is deleted, and is not provided in the area of the display screen until the video game apparatus receives a message from the server apparatus, and wherein an oldest message may be selectively retained in the chat window instead of being deleted by chat window reduction processing, the chat window reduction processing sequentially deleting the oldest messages from the chat window when the oldest message is not a specific message identified with high importance, the chat window reduction processing deleting the second oldest message from the chat window when the oldest message is a specific message identified with high importance.
A video game system displays a chat window on a player's screen for exchanging messages with other players. The system connects each player's video game apparatus to a central server via a network. When a message is received from the server, the game displays a chat window. If no chat window exists, one appears. When messages aren't being sent or a player takes a specific action, the chat window disappears. When space in the window runs out, old messages are removed. Importantly, specific messages marked as highly important will be retained and the next oldest message will be removed.
2. The video game apparatus according to claim 1 , wherein the provider erases the chat window when a predetermined condition is satisfied after the receiver receives the message.
A video game apparatus facilitates communication between a message provider and a receiver during gameplay. The system includes a chat window for displaying messages exchanged between players. To enhance gameplay focus and reduce distractions, the apparatus automatically erases the chat window when a predetermined condition is met after the receiver has received a message. This condition may include factors such as the message being read, a time delay, or an in-game event triggering the erasure. The erasure ensures that the chat window does not persist unnecessarily, maintaining an uncluttered interface and improving player immersion. The system may also include features for displaying messages in a temporary or non-intrusive manner, such as fading or minimizing the chat window, to further minimize distractions. The apparatus is designed to balance communication needs with gameplay efficiency, ensuring that players can exchange information without disrupting the gaming experience. The erasure mechanism may be configurable, allowing players to adjust settings based on their preferences or gameplay requirements. This approach optimizes the user interface by dynamically managing chat visibility, reducing visual clutter, and enhancing overall gameplay performance.
3. The video game apparatus according to claim 2 , wherein the predetermined condition includes a condition that a predetermined time is elapsed since the receiver receives the message.
The video game apparatus that displays messages in a chat window with other players automatically closes the window, where the condition for closure is based on time. Specifically, the chat window disappears if a certain amount of time passes after the last message was received.
4. The video game apparatus according to claim 3 , wherein the predetermined time can be set arbitrarily by a player's operation.
The video game apparatus with chat window that disappears after a set time can allow a player to set that time. The user can go into the settings and adjust the timer as they see fit to customize how long the chat window remains visible.
5. The video game apparatus according to claim 1 , wherein the receiver receives the message distributed in accordance with progress of a video game.
The video game apparatus that displays messages in a chat window with other players receives messages that are linked to what's happening in the video game. For example, messages could relate to in-game events or actions that players are taking.
6. The video game apparatus according to claim 1 , wherein the provider provides the chat window having a size according to a player's operation on the display screen.
The video game apparatus that displays messages in a chat window with other players allows the player to change the size of the chat window through settings or in-game controls. The chat window’s size changes based on player input.
7. The video game apparatus according to claim 1 , wherein the provider provides the chat window, in which message of the number of display lines according to a player's operation can be displayed, on the display screen.
The video game apparatus that displays messages in a chat window with other players allows the player to change the number of message lines shown in the chat window. The player can customize the window to show more or fewer lines of text.
8. The video game apparatus according to claim 7 , wherein the provider erases the chat window in a case where the number of display lines is 0.
In the video game apparatus with chat window with adjustable lines of text, the chat window disappears entirely if the player sets the number of display lines to zero.
9. The video game apparatus according to claim 1 , wherein the display device sequentially deletes the oldest message of all messages displayed in the chat window and displays a newly received message in the chat window when the number of display lines of the message in the chat window reaches the maximum value and the receiver receives the newly received message from the server apparatus.
In the video game apparatus with chat window that displays messages with other players, when the chat window is full and a new message arrives, the oldest message in the chat window is deleted to make space for the newest message. The new message is displayed in the chat window.
10. The video game apparatus according to claim 1 , further comprising: a holder that holds the messages received by the receiver, wherein the display device enlarges the chat window when the messages held by the holder are displayed.
The video game apparatus that displays messages in a chat window with other players can hold messages received and not immediately displayed. If there are stored messages, the chat window can grow larger to show more messages at once.
11. The video game apparatus according to claim 10 , wherein the display device scrolls and displays the held messages in the enlarged chat window.
In the video game apparatus that stores chat messages and enlarges the chat window, the chat window supports scrolling so that players can view older, held messages that are not immediately visible in the enlarged window.
12. The video game apparatus according to claim 10 , wherein the display device displays the messages of the number of display lines more than the number of display lines before the enlargement in the enlarged chat window.
In the video game apparatus that stores chat messages and enlarges the chat window, the enlarged chat window displays more lines of text than it could show before being enlarged.
13. The video game apparatus according to claim 10 , wherein the provider maximizes a size of the chat window in a case where a predetermined operation by a player is received, and wherein the display device adds and displays the held messages in a case where the chat window is enlarged.
In the video game apparatus that stores chat messages and enlarges the chat window, when a player performs a specific action, like pressing a button, the chat window expands to its maximum size. After the enlargement, all the stored messages are added to the chat window.
14. The video game apparatus according to claim 10 , wherein the display device scrolls and displays the held messages in response to a player's operation.
In the video game apparatus that stores chat messages and enlarges the chat window, the chat messages are scrolled based on player input. For example, the player can swipe up or down to see earlier or later messages in the chat history.
15. The video game apparatus according to claim 1 , wherein the receiver receives a message corresponding to an event that occurs in a video game.
The video game apparatus that displays messages in a chat window with other players receives messages which correspond to events that occur in the game.
16. The video game apparatus according to claim 15 , wherein the event is an event that is generated by an operation of a player character.
In the video game apparatus that receives messages which correspond to events that occur in the game, those events are triggered by the player.
17. The video game apparatus according to claim 1 , further comprising: a time counter that counts a time; and a window reducing device that reduces or erases the chat window in a case where the time counter counts a predetermined time.
The video game apparatus that displays messages in a chat window with other players includes a timer that counts time. When the timer reaches a set time, the chat window either shrinks or disappears completely.
18. The video game apparatus according to claim 17 , wherein the time counter starts counting a new time when receiving a message by the receiver.
In the video game apparatus with timer to control the chat window, the timer automatically restarts whenever a new message arrives, ensuring the window stays visible as long as chat activity continues.
19. A non-transitory computer-readable storage medium on which a network game program for a video game apparatus is recorded, the video game apparatus being connected to a server apparatus via a network, the video game apparatus being also connected to at least one other video game apparatus via the network, the network game program causing the video game apparatus to execute: receiving a message distributed from the server apparatus via the network; providing a chat window for displaying the message on a display screen in a case where the message is received; and displaying a video game on the display screen and the received message in the chat window, wherein when the video game apparatus receives a message from the at least one other video game apparatus via the server apparatus in a state that the chat window is not provided, the chat window is provided in an area of the display screen, wherein the chat window is deleted, and is not provided in the area of the display screen until the video game apparatus receives a message from the server apparatus, and wherein an oldest message may be selectively retained in the chat window instead of being deleted by chat window reduction processing, the chat window reduction processing sequentially deleting the oldest messages from the chat window when the oldest message is not a specific message identified with high importance, the chat window reduction processing deleting the second oldest message from the chat window when the oldest message is a specific message identified with high importance.
A non-transitory computer-readable storage medium, such as a DVD or flash drive, contains a network game program. The program enables a video game system to connect to a server and other players to display a chat window. When a message is received from the server, the game displays a chat window. If no chat window exists, one appears. When messages aren't being sent or a player takes a specific action, the chat window disappears. When space in the window runs out, old messages are removed. Importantly, specific messages marked as highly important will be retained and the next oldest message will be removed.
20. A network game system comprising a server apparatus and a plurality of client apparatuses each connected to the server apparatus via a network, comprising: a distributor that distributes a message, transmitted from any one the plurality of client apparatuses, to at least one other of the plurality of client apparatuses; a receiver that receives the message distributed via the network by the distributor; a provider that provides a chat window for displaying the message on a display screen in a case where the receiver receives the distributed message; and a display device that displays a video game on the display screen and the message received by the receiver in the chat window, wherein when the video game apparatus receives a message from the at least one other video game apparatus via the server apparatus in a state that the chat window is not provided, the chat window is provided in an area of the display screen, wherein the chat window is deleted, and is not provided in the area of the display screen until the video game apparatus receives a message from the server apparatus, and wherein an oldest message may be selectively retained in the chat window instead of being deleted by chat window reduction processing, the chat window reduction processing sequentially deleting the oldest messages from the chat window when the oldest message is not a specific message identified with high importance, the chat window reduction processing deleting the second oldest message from the chat window when the oldest message is a specific message identified with high importance.
A network game system has a server and multiple client computers that displays messages using a chat window. A distributor on the server sends messages from one player to other players. The client computers receive these messages and display them in a chat window. If no chat window exists, one appears. When messages aren't being sent or a player takes a specific action, the chat window disappears. When space in the window runs out, old messages are removed. Importantly, specific messages marked as highly important will be retained and the next oldest message will be removed.
Cooperative Patent Classification codes for this invention. Click any code to explore related patents in that topic.
November 1, 2013
March 21, 2017
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